1d38fa29b5
Remove unused using statement
2021-05-10 12:23:04 +09:00
1bbbe80420
Fix missing instances of HealthProcessor
caching
2021-05-10 12:22:24 +09:00
132bb7832d
Fix some regressions when updating test scenes
2021-05-10 12:06:33 +09:00
b274fdf20d
Merge branch 'master' into skin-components-bind-outwards-health
2021-05-10 11:13:44 +09:00
2bcf1ed306
Merge pull request #12715 from Cublibre/fix-early-exit-crash
...
Fix InvalidOperationException when exiting a map at the end
2021-05-09 23:21:19 +09:00
ae2b5a0806
Actually test that player was exited
2021-05-08 22:42:14 -04:00
efb9164658
Restore previous test scene logic
2021-05-08 21:35:12 +02:00
0bc6a026eb
Merge branch 'master' into skin-components-bind-outwards-accuracy
2021-05-08 21:08:53 +02:00
25312b3e88
Don't restart completion delegate on exit, revert exit behavior to lazer
2021-05-08 11:47:44 -04:00
8c564a69ed
Fix InvalidOperationException when exiting a map at the end
2021-05-07 21:11:03 -04:00
3044b1c432
Add missing cache rules
2021-05-07 17:50:44 +09:00
6c255a0572
Fix drain start time being weirdly incorrect
2021-05-07 17:47:33 +09:00
8e78cac058
Fix HealthProcessor
cached as derived type in test
2021-05-07 17:31:29 +09:00
84a4ff333e
Update skin editor test scene to cache a ScoreProcessor
2021-05-07 17:22:56 +09:00
755588258e
Update HealthDisplay
components to use DI to attach data source
2021-05-07 17:22:45 +09:00
4ac234bf7f
Merge branch 'skin-components-bind-outwards' into skin-components-bind-outwards-accuracy
2021-05-07 17:15:57 +09:00
6dc591fc44
Merge branch 'skin-components-bind-outwards' into skin-components-bind-outwards-score-display
2021-05-07 17:15:37 +09:00
9d27b11e49
Update skin editor test scene to cache a ScoreProcessor
2021-05-07 17:10:31 +09:00
01eff7f316
Merge branch 'skin-components-bind-outwards' into skin-components-bind-outwards-score-display
2021-05-07 16:30:08 +09:00
93f10330e3
Merge branch 'skin-components-bind-outwards' into skin-components-bind-outwards-accuracy
2021-05-07 16:29:10 +09:00
ad398165a2
Update AccuracyCounter
components to use DI to attach data source
2021-05-07 16:27:25 +09:00
17b93361d5
Merge branch 'master' into skin-components-bind-outwards
2021-05-07 16:20:24 +09:00
a2e4fb5b6b
Update ScoreCounter
components to bind outwards
2021-05-07 16:16:48 +09:00
3cac837acf
Merge branch 'master' into skin-bindables
2021-05-05 20:16:27 +02:00
3cc9bad979
Actually check for correct state of fade content in rewind test
2021-05-05 17:49:33 +09:00
1d4a8bc0ae
Add visual test for rewinding
2021-05-04 22:23:36 -04:00
bb9fa1a25e
Merge branch 'master' into play-storyboard-outro
2021-05-04 14:01:34 +09:00
625890381f
Update ComboCounter
components to use DI to attach data source
2021-05-03 17:43:00 +09:00
de73ac7cec
Allow skin editor to be invoked from any context
...
This is kind of how I see things working going forward, where the editor
can be applied to anything in the game which supports it (ie. a results
screen, gameplay screen, etc.) and it will immediately allow changing
the interface.
This adds a test scene which shows this working with gameplay.
2021-04-29 16:12:15 +09:00
74c6fdc4b8
Add DrawableRuleset
to the skin editor test to get a hit error meter to display
2021-04-29 16:12:15 +09:00
fd587a82ff
Replace abstract class with interface, attached to the actual components (not skinnable wrapper)
2021-04-29 16:12:15 +09:00
defa350aa7
Set defaults on SkinnableHUDComponent to cancel out relative size default
...
Specifying locally on each HUD component looks to make more sense.
2021-04-29 16:12:15 +09:00
1cb8fc9a24
Extract editor classes out of test namespace and add anchor support
2021-04-29 16:12:15 +09:00
74fb7cd180
Extract storable attributes to bindables
2021-04-29 16:12:15 +09:00
99b428ee4b
Add very basic skin editor test
2021-04-29 16:12:14 +09:00
fca173225a
Refactor editor selection/blueprint components to be generic
2021-04-29 16:12:14 +09:00
2d17219c8f
Setup basic test and classes for scale adjustment
2021-04-29 16:12:14 +09:00
daafa41dc1
Merge branch 'master' into fix-initial-spectator-state-callback
2021-04-22 16:22:04 +09:00
156a518068
Merge branch 'master' into fix-initial-spectator-state-callback
2021-04-20 21:16:05 +09:00
c5d6b6ea8d
Fix tests failing intermittently
...
This was due to this code happening in UpdateAfterChildren(), after the
GCC has processed one frame. During this time, the clock could have
advanced an arbitrary amount.
The cause of this is the removal of the Task.Run() to set the clock in
Restart() (now called Reset()) which changed the timing, so it only worked before due to pure
luck.
2021-04-20 18:41:09 +09:00
80473a356e
Merge branch 'fix-pre-seek-sample-lifetime' into gcc-abstraction
2021-04-20 17:27:01 +09:00
c12848ce4d
Apply fixes to tests
2021-04-19 17:02:59 +09:00
fd1241cc85
Added tests
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New tests:
- storyboard ending during the failing animation
- showResults = false
- storyboard ending before score processor completion
Co-Authored-By: Marlina José <marlina@umich.edu >
2021-04-18 23:26:50 -04:00
98460c8feb
Rename IStoryboardElementHasDuration, remove unnecessary step in tests, add Duration field
2021-04-18 20:20:14 -04:00
7b1d40db7d
Remove redundant string interpolation
2021-04-17 22:13:28 -04:00
e9f8fa64b8
Added a test for toggling the storyboard after the map is loaded
2021-04-17 21:49:29 -04:00
7f5b1e84a1
Update TestSceneStoryboardWithOutro.cs
...
- Construct storyboard in CreateWorkingBeatmap()
- Use GameplayClockContainer.GameplayClock.CurrentTime
- Remove unnecessary lines
2021-04-17 13:57:32 -04:00
5e82f40d67
Merge branch 'master' into gcc-abstraction
2021-04-16 20:14:53 +09:00
46d2181d42
Remove now unnecessary (duplicating) test
2021-04-16 18:21:56 +09:00
377e5ce6b3
Fix test incorrect sending state too often
2021-04-16 18:21:35 +09:00